Hi Wojtek,
FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1
is generating some cryptic errors so I checked most recent CMake 2.9.x
from nightly builds. That version seems to work, so if you want to work
with OSG under VS 2010 try nightly builds CMake version.
Are you
Hi Robert,
Perhaps VS2008 requires this templated implementation to be declared
virtual as well. Could you try changing:
...
To see if that quietens down the compilers and stops it from
discarding the implementation.
Nope, the result is the same. I guess the warning just says that *in
Hi Robert,
Anyways, any other things you want me to try?
Afraid not. We could just use a pragma to ignore it, but I'd rather
get to the bottom of it and address it directly.
OK, then anyone else have any ideas of what we could try? Anyone else
had this warning in the past, and what did
Hi Martins,
It turns out that
Visual Studio was including OpenGL32.dll in my .msi as an automatically
detected dependency which I had never noticed. I removed that and
everything works great.
Hah! I've gotten that problem too at one point... Pretty braindead of
the MSI to include that.
Just a few notes:
1. Torben's instructions are for Visual Studio 9 (2008). I don't think
there's a precompiled 3rdparty package for Visual Studio 10 yet.
2. You don't really need GDAL unless you need to read georeferenced DEM
files, it's an optional dependency. It's required if you're going
Hi Martins,
Is it possible to create a single OSG application that runs on XP, Vista
and Windows 7?
There is nothing in the OS itself that will prevent this, we do it all
the time (we develop mainly on Vista and Win7, and our installers
install and run correctly on Vista and Win7 obviously,
Hi Joey,
Which osg feature can you use with different animations designed for instance
for a character or an action ?
exemple 1st animation : my character moves forward and touches a wall. 2nd
animation: my character falls etc...
Please could you give me a code exemple ?
Look into
Hi Akilan,
I had installed osg2.9.6. osgWidget::Box is being used in my application.
It provides, by default, transformation functionalities. Regarding rotation,
it provides setRotation(osgWidget::matrix_type) to do that. But I am not sure how
to specify the axis about which rotation to be
Hi Dario,
If I know the geode name node to highlight, there is a simple method to achive
that? Is there any example to see that I missed?
You can make a visitor to find the node you want by name (osgWorks has a
canned visitor to do this, or you can write your own in about 10 lines
of
Hi Robert,
The TraversalMask/NodeMask is not buggy, it's intended to be an
logical OR and accept traversal if any one of the bits are set. The
implementation might not suit all users all the time, but that is the
way with all software, you have to pick an implementation and be
realistic about
Hi D.J.,
Then again, I could be totally off base, so feel free to correct me,
and I'll be happy to learn from the experience. :)
Nope, I think you're totally right, as I said I needed to find a case
where the current behavior was desirable and you certainly gave a good one.
Adding a bool
Hi Jaime,
I recommend doing some simple C++ test programs before you start trying
to use OSG. You will learn faster and better doing one thing at a time
than trying to do everything at once.
Anyways, the errors:
1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'
This
Hi Jaime,
I'm replying on the mailing list. Please keep all replies on the list as
then other people can answer as well...
Hi there, I'd like to lable the planets, how can I do this?
You've been looking at using osgText::Text, that's the way to do it. You
position your text at the same
Hi Cory,
I also have a toolbar button to turn labels on or off. What is the best
way to toggle the visible state of the osgText::Text instances when my
user asks to enable or disable these labels? I think I could make the
text transparent, but that feels wrong. Any suggestions?
If you want to
Hi Adam,
J-S, I took your advice and upped the notify level (thanks for that tip as it
is quite useful!).
Yes :-)
I am getting two messages that seem relevant to my issue:
1) Currently no support for texture in Specular channel
2) Failed to find matching bind_vertex_input for UVSET0
Hi Daniele, Alberto,
Assuming that no transformation nodes exist in the graph describing your
node, you can write a node visitor that joins all the bounding boxes of
every geode.
Else you'll need to modify every bounding box by its parent transforms
in order to join them.
Actually you don't
Hi Dario,
I've exported in FBX a scene structured as the above example and then I have
converted this file into an OSG file (osgconv). The OSG file don't contains the
NULL nodes but only the object_with_mesh.
This is not specific to the FBX loader. osgconv runs the
osgUtil::Optimizer on
Hi Dario,
This sound like but unfortunatly don't works. I've exported the variable (export
OSG_OPTIMIZER=OFF) but the result is the same as above. HummThere is some
other way to control the optimizer behaviour in this cases? OSG is 2.8.3 version.
Not sure if you need the quotes or even
Hi Adam,
Don't worry about inexperience. The people around here are very friendly
and will only generally respond negatively if you display no desire
whatsoever to try and debug things yourself, or if you post a heap of
code and ask others to debug it for you. This was not your case, so
Hi Kim,
So, I would be very interested to know what exporters (commercial or
free) people are using to get their models out of Max and Maya and
into OSG.
Right now our own content pipeline is a bit convoluted (modeling in
Maya, then convert to flt to insert DOF nodes in Creator, and read
Hi Carlos,
I d like to read images from a real camera like sony for example and put
them in a 3D object like a texture.
In addition to the other suggestions, I've had good results using
cameras that support a streaming web interface, and using the OSG ffmpeg
plugin to connect to that
Hi Kim,
Yes this was one of my first ports of call but the particular model
set we were testing against was causing osgviewer (2.8.2) to crash
when exported from max2010. I need to experiment with newer versions
of osg as I've noticed quite a bit of progress with model loaders
since 2.8.2.
Hi all, hi Paul,
I have a few questions about OcclusionQueryNode since I'm going to start
using it in our software soon (that's one of the cool things about
having a new stable release of OSG to upgrade to, you get cool new
things to play with! Thanks again for your work on 2.8.3 Paul!)
Hi Paul,
So I think the osgocclusionquery test case is contrived, but if you
really need it to work, then one workaround would be to change the
example to disable autocomputation of near/far. But to fix
OcclusionQueryNode so that it handles this case better, we'd need to
do a full query in this
Hi Todd,
What modeling software is your artist using that allows placement of
occlusion query nodes?
Sorry, that's not what I meant. We have configuration files alongside
the models, where you can specify different things like alternate
shaders, textures to load into other texture units
Hi Paul,
Good solution, using a configuration file. Do I assume correctly that
you have a configuration file per model?
Yes. It's optional, of course. If it's there, then it will apply its
contents (shaders, textures, tangent space coords, now occlusion query
nodes) on either the root of
Hi Art, Paul,
My external projects osgWorks and osgBullet are compatible with OSG
2.6.1 and later. osgWorks contains version-specific code in only two
places (to handle the OSG API changes in Registry and Traits that
occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no
Hi Serge, J.P.,
you could try:
http://www.vis.uni-stuttgart.de/glsldevil/
or
http://www.opengl.org/sdk/tools/BuGLe/
but I'm not sure if it'll give totals, you might have to break at
texture allocations. You might also be forced to run singletrheaded.
On I use gDEBugger, which costs money but
Hi Michael,
I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next
time you get the plugin you'll need to install version 2011.2 FBX SDK if
you want to recompile the plugin.
Wouldn't there have been a way to
Hi Michael,
You guess correctly, yes old files read fine :) I should have said the
latest SDK breaks compatibility with previous versions/ of the plugin
code/; there's no break in compatibility with any .fbx files.
Great, thanks, that clears it up. Guess I'll install the new SDK. Will
your
Hi Ben,
BTW, I've been using the OSGAdapterWidget ... trying to specify
sharedContext with traits.
AdapterWidget will force you to single-threaded mode, which will make
using multiple views painfully slow. QOSGWidget supports the normal OSG
multi-threading modes, which is much better.
Hi Aitor,
I need to pass an array of matrix to a vertex program. I do as follow:
Code:
osg::Matrixf boneMatrices[MAX_BONES];
Uniform *g_boneMatrixUniform = new Uniform(boneMatrices,*boneMatrices);
cylinderStateSet-addUniform(g_boneMatrixUniform);
//update
Hi Ben,
I wish there was a osgQt library of sorts ... rather than having to
tweak example code to get the OSG/Qt support.
Funny you should mention it, there is now :-)
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgQt
It has some utility classes for fonts and
Hi Martin,
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I
Hello Martin,
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
Again, since IntersectionVisitor is a NodeVisitor, the traversal will
implicitly call NodeVisitor::traverse(node), which calls either
Node::ascend(nv) or Node::traverse(nv), which for
Hello Patrick,
The binaries will definitely help people check your program out, as the
dependencies might have turned off people from compiling it. Also:
Also, the application is hosted on sourceforge.
You mentioned this but never provided an explicit link, which might
contribute to the
Hi Frank,
I am just trying to implement some sliding textures for things like waterfalls
and what have you. I figure that the best way to do this is to modify the
texture matrix.
Yes, you've got the theory right, let's see about the practice:
// ...
stateSet-setTextureAttribute(0,
Hi Ben,
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets?
We use osgViewer::CompositeViewer with multiple instances of a widget
similar to QOSGWidget (see the osgViewerQT example) to do what you're
talking about.
We can either split one widget into 1x1, 1x2,
Hi Thomas,
Unfortunately, I tried today with others formats (png, tga, bmp), and either I
got some plugin problems (plugin not found whereas it actually IS at the right
place), or I ended with the same black rectangle.
I suspect what was happening was that the plugin didn't support writing
Hi all,
I've update the SpreadingTheNews wiki page with your entries for
opengl.org and khronos.org having been done, there are lots more to
do. Community now is your time to dive in an post the news to your
favourite sites, just add (done) to each site you pass the news on to:
Hi Kim,
Just got round to looking at this stack trace and I can't find any
references to osg::GLBufferObject in the 2.8.2 code.
What version of OSG were you running when you got the crash? I'll see
if I can reproduce it.
I was running it on SVN trunk (2.9.8 right now). That would seem to
Hi Issam,
i think that is an osg version problem
vpb 0.910 require osg 2.8.0
and i am using 2.8.2
VPB 0.9.1 requires OSG 2.8.0 or higher. 2.8.2 is compatible with 2.8.0
so VPB 0.9.1 should compile fine with it.
The linker errors really look like the linker paths are not set up right
in
Hi Paul,
Please review and comment, thanks.
Looks great to me. Only thing I'd add, in the sentence:
The global community is constantly improving OSG by contributing
enhancements, bug fixes, testing, and using it daily in numerous
commercial and academic application software projects.
I
Hi Tomas,
- I tried to use the ScreenCaptureHandler, but this doesn't allow me to achieve
what I want (I want to record several frames during a given period) because of
the fact that it only takes screenshots when you press a key.
First of all, in the SVN version of the
Hi Paul,
You changed the sentence I pointed out to:
numerous commercial and open source academic application software projects
I would have rather said:
numerous commercial, open source and academic application software
projects
Sorry for nitpicking...
J-S
--
Hi David,
I was looking at how you modified that ScreenCaptureHandler. I was just
wondering if anyone has tried to make a video capture handler yet?
At work we've done video output using ffmpeg and the
ScreenCaptureHandler. We derived a
ScreenCaptureHandler::CaptureOperation that passes
Hi Paul, all,
Hi all -- The OSG v2.8.3 final release has just been tagged.
Congrats to Paul and all who worked hard to get this release out the
door. The list of improvements is impressive and I think it was high
time to have another stable release.
Thanks for your hard work!
J-S
--
Hi Martins,
We have done this for small areas and it works alright ( just editing
the leaf tiles ).
Thanks for confirming that this workflow should work.
When you convert from a --TERRAIN based ive file to flt, this gets
converted to geometry. Then when you convert back to ive, you still
Hi Terry,
Both VPB and osgEarth seem to default to building scenegraphs with
PagedLOD nodes, which I don't think will work for me. One option I
thought of is to use VPB to create a big database in a single file
with traditional LOD nodes, then use a separate program to convert it
all to
Hello Issam,
i have serious problems to buils the vpb applications with cmake 2.6
and vc++ 2008 express
i tried all the combination between osg/vpb versions without succes
what i want is simply to generate a pagedlod terrain with osgdem to
use with delta3d application that use osg 2.8.2 i
Hi Terry,
Hi J-S. When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.
I meant converting the leaf tiles. Unless I'm mistaken (it's been a
while since I analyzed the structure so I might remember wrong), in a
VPB database, you have a master .ive file, which
Hi Rafa,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
I had already requested the recent changes to the Collada plugin and
Paul said it would be too big a change to include in 2.8.3, given how
much
Bonjour Benjamin,
In fact, the only thing I have seen in the doc is the possibility to give the
node a name (a String).
You can use the name as an ID, it's up to your application to make sure
the name is unique (perhaps unique in a particular subgraph). You could
use a name path, something
Hi Anders,
What about the install of OpenThreads, anyone seen it before?
Nope, I always run the INSTALL target after building (on VS2005 and
VS2008 though) and have never seen that. In my case the file it's trying
to find exists...
Were there any errors when building OpenThreads (maybe
Hi Paul,
I'm not seeing a lot of posts about 2.8.3 experiences, so if you've been
using it, please post and let me know how it's working, good or bad.
I haven't had the chance to test it in our software yet. I'll get to it
today hopefully.
J-S
--
Hi all,
I've been using Softimage XSI to create Collada files which I'm reading
with the OSG dae plugin, and I've hit an interesting case I'd like to
discuss to see what the behavior should be.
My XSI scene has an instanced node, that is to say the same object is
used in one place and then
Hi Ufuk, Joseba,
and also i dont believe culling far plane is a good idea if you are
rendering large area, the increment of performance will not be dramatic.
Actually I've been in a similar position in the past, and my reason to
do it in two passes was so that the very large node (in my case
Hi all,
Along the same lines, is there a freely downloadable reference viewer
for Collada files?
I've found a viewer which, while I couldn't say it's a reference
viewer, at least gives me another opinion on the issue I'm looking at.
Hi Nick, Tian,
I am using the latest code from the trunk and having the same issues as
Jean S down in this thread.
I think Tian, you did not add the --vbo command line option, that's why
you're not getting the crash. If I remove that option, i.e. the ocean is
rendered using the same
Hi Kim,
Great work in getting a new ocean technique into osgOcean, I'm sure it
will be an excellent improvement once the kinks are worked out.
Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.
Even after this fix, I'm getting a crash in
Hi Paul,
Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.
Builds fine. I've also set up a nightly build (called Whitestar_vc9sp1
(2.8 branch)).
As for testing, I've tested a few models in osgviewer, as well as the
fbx plugin and the dae plugin.
Hi Paul,
I have to apologize about the dae plugin. I was just too chicken to go
through with the merge, after a couple attempts. :-(
Hehe, no problem. It can be in a 2.8.4 eventually, if 2.10 takes too
much time. For now our projects that need it can run off of SVN trunk
while in
Hi Robert,
The Stats are meant to be on screen, so it looks for a graphics
window, a pretty natural association normally.
Except that in some apps, the only context available might not be a
graphics window since it will be rendering offscreen... Which is my case.
Perhaps trying
Hi Paul,
On a slightly different topic, I've also merged in the change from trunk
that adds the version convenience macros to the Version header, so that
your OSG v2.8.3-based application can now contain code like this:
#if OSG_VERSION_GREATER_THAN(2,8,3)
// version specific code here
#endif
Hi Paul,
Hi all -- Here's an update on the 2.8.3 release, and a plea for testing.
Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.
Let me make this suggestion: Let's leave DAE and osgManipulators out of
the 2.8.3 release. If someone really wants
Hi Oleg,
Do you know in which OSG this feature is included?
I am working with 2.8.2 and did not find the osg::NotifyHandler in any header
file.
For now there is no stable release that includes it, you would have to
use the SVN trunk version. And I don't think the upcoming 2.8.3 will
Hi Paul,
At this point, we're just waiting on XCode files and wrappers, then we
should have a release candidate. Everything else is ready right now,
barring further change requests.
Well, here's one such request - could you include Michael Platings'
recent changes to the FBX plugin, as well
Hi Chris,
Yes, but building the DAE plugin at all is complicated. Have you done it
before?
That was my impression until last Friday, too. I was proven wrong by
doing it. It was literally a 3 step process.
1. Get the DOM 2.2 zip file from sourceforge
2. Open the solution file in there
Hi René,
Maybe the DOM 2.2 binaries could go into the 3rdparty folder or repository?
that way the plugin becomes 'out of the box' like png and freetype
or do we want a limited set of 3rdparty binaries?
I think we'd have to survey to see how many people use it, because it's
a pretty big
Hi Kim, Chris,
I have a feeling that it might be to do with the number of variables in
the shader rather than the MRT though as I think Umit had the same
problem a while back.
That's probably the case, the 7 series cards support less uniform
variables per shader, and if I remember well we
Hello Zhang,
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Hi John,
I can't really help with the crux of your question, but I was wondering
about one thing:
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
Hi Michael,
No, you don't need to worry about this. How you use boost elsewhere is
unimportant, you should build Collada with the boost version it comes
with, it won't affect anything else.
But then if we distribute our app, we'll have to distribute multiple
versions of boost won't we? Or
Again with the database / Trac errors:
Traceback (most recent call last):
File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in
send_error
'text/html')
File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684,
in render_template
data =
Hi John,
This works perfectly in OSG until I start to think about shadows... :-)
Wow, how does it work I wonder? If I were to make a shader, I would
access light 0's position/direction with gl_LightSource[0].position. I
thought the light's position was global to the whole scene, but in your
Hi Oleg,
I am using the captureNextFrame function from the ScreenCaptureHandler class in
order to create the view screenshot. As far as I understand the view capturing
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the
Hi Oleg,
I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?
Recently functionality was added to OSG to be able to redirect
osg::notify messages in whatever way you want. See osg::NotifyHandler (I
think).
Hope this helps,
J-S
Hi Robert,
Is there any reason why the StatsHandler will only show up if it can
find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera())
I have an app where I want to use a pbuffer as the main graphics
context, but I'll be copying the image onscreen by some other means, and
I want to be
Hi Adrian,
Since I don't have control over when things are rendered I guess it would be
easier to create a second camera which renders after the first one (setting the
ClearMask) and having my second scene for the second camera.
From what you describe, yes, that's exactly how you would do
Hi Jesse,
I'll let others reply specifically about the threading, but I wanted to
react to one part of your post:
When I run osgviewerd.exe (debug) I notice that the stats reported are
very erratic.
Never do any performance testing in debug, especially using Visual C++!
An erratic frame
Hi all,
I have been checking out osgAnimation in the past few days, and one
thing that hasn't been clear to me is whether it supports animation
mixing or blending, and how. For example, if a character goes from
standing to walking, then walking to running, can I set it up so that
the
Hi Paul,
It seems like the objects would only be invisible if blending is on. If
blending is off, then the alpha would essentially be ignored and
everything would be visible. I know osgviewer doesn't enable blending,
and I suspect osganimationviewer doesn't either. That means blending
must be
Hi Jason,
Thanks for answering. As I said I'm looking into osgAnimation, the goal
is to see if it would fit our needs to do some basic character
animation. Our needs will probably grow with time, of course, which is
why I want to see if the content-creation pipeline would work for us and
Hi Jason,
I guess the nice thing about Collada being XML is that you can do diffs on it
:-)
Definitely. I'll have to revisit Collada I guess, in the past I've been
disappointed at how hard it was to get the plugin compiling and reading
files reliably.
How stable is the current Collada
Hi Michael,
I looked at the model you linked to and all the TransparencyFactor
values are 1, which according to the documentation in
kfbxsurfacelambert.h means totally transparent - the model has been
incorrectly exported.
Geez, can't trust anyone anymore, not even Microsoft /sarcasm
Hi Michael,
Thanks a lot for your answers, I'm going to have a look at compiling and
trying the Collada plugin now. One possible stumbling point is that we
already use boost in our software, so the Collada plugin would have to
be built with the same version, but I guess it should work.
Hi Jason,
Indeed. I actually talked with Robert a while ago about the possibility
of ditching the COLLADA DOM in the dae plugin. When I was developing my
reader, I looked at the DOM briefly, and quickly decided to just parse
the XML myself. Effectively, I created my own DOM implementation. It
Hi Cedric,
Sorry my first reply went to you directly...
I am not able to reproduce the crash on linux, even if i remove the
copy of the shaders directory in the current directory of examples.
I have updated my source tree to be synced with osg and osg-data, I
tried in debug and release to be
Hi Masoug,
However, running a debug binary on a machine that does not have the
same version of Visual Studio installed won't work in general (there
are ways to get it to work, but it's pretty complicated).
Sorry, I did not phrase that correctly. That was what I meant. I was in
a ruch when I
Hi Masoug,
How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.
Hehe, don't worry about it, I think the misunderstanding has been
cleared up. :-)
J-S
--
__
Jean-Sebastien
Hi Yanling,
After all
fonts/arial.ttf may only be valid on windows.
Why do you say that? OSG comes with a freetype plugin that loads .ttf
fonts on any platform, including Linux. In the OpenSceneGraph-Data
distribution we even include a few such font files.
Hello Farshid,
Does anybody else notice these artifacts? Is there a downside to
changing the sizeAdjustment value back to 0? Any insight is appreciated.
Yes, it has been discussed in the past on the list, check the archives.
It was even stated by Jeremy Moles as the major reason why he
Hi Danny,
however I beleive that this problem happens beause of line 545
in operator()
filename _filename _ context_id;
it will add context_id even if SetPolicy is set as OVERWRITE .
I beleive this is bug. Isn't it?
Ah, so the incrementing number was not indicating increasing
Hi Masoug,
Usually it is not a good idea to attempt to run things from Debug mode...
That's SO not true. As long as you're running on a machine with the same
version of Visual Studio installed, the debug binaries should run fine,
and running in debug is the best way to (gasp) debug your
Hi Ufuk,
i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the
.osg file but i could not get any image.
You can convert the .ive to .osg while keeping the textures by using the
option -O
Hi Bruno,
So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll
have shader composition...
J-S
--
__
Jean-Sebastien Guay
Hi Bruce,
The phrase gets thrown around a lot, and there seems to be an assumption
that everyone knows exactly what it means in this context. I'm new, I
don't, and searching doesn't seem to solve the problem.
You're right, when we talk about shader composition it's what we're
labeling our
Hi Robert,
There are two recursive call in the osg::Texture header which I don't
think are intended:
void glTexParameterIiv(GLenum target, GLenum pname, const GLint*
data) const
{
glTexParameterIiv(target, pname, data);
}
void glTexParameterIuiv(GLenum target, GLenum pname,
Hi Chris,
We're using GeForce 7900 GS on XP and Nvidia driver 196.21.
In the past I had to massage the osgOcean shaders to work on 7xxx
class cards. Perhaps recent changes (in particular the transparent ocean
you so covet) have broken this again. Unfortunately, I don't have such a
card
Hi Danny,
I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML
page. First time when I'm loading it and each time I'm taking snapshot, I'm getting
test_0.png and each snapshot overwrites this file.
When I'm pressing F5 or reloading page using IE address bar
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